scholarly journals How can a design-based research methodology that utilises Mixed-Reality (MR) Technologies be utilized to effectively enhance learning for authentic, high-risk situations?

2019 ◽  
Vol 2 (1) ◽  
pp. 24 ◽  
Author(s):  
Jin Hong

Even experienced mountain climbers underestimate key dangers and make poor decisions in stressful, high-risk situations when climbing, leading to injury and death. My own experience indicates that effective education can play a key role in managing these risks and improving experienced climber’s decision making. Current educational approaches for climbers, however, are generally limited to textbooks and ‘on the mountain’ learning. It is vital, therefore, that new approaches and methods are developed to improve learning.    My own experience and emergent case studies indicate that AR (Augmented), VR (Virtual Reality) and MR (Mixed Reality), have affordances (possibilities offered by the technology) to underpin new forms of learning and therefore have the potential to enhance education for high-risk environments. Emergent use of MR immersive technologies includes classroom learning, firefighting and military training. An initial review of literature has indicated though that there are very limited examples of rigorous research on the design and application of MR technologies in authentic education, especially for extreme situations such as mountaineering i.e., no one has rigorously designed for these technologies for learning in extreme environments, evaluated learning outcomes and theorised about how learning can be enhanced.    In response to this gap/opportunity, this research explores the potential of MR technologies to effectively enhance learning for authentic, high-risk situations. The research will use a Design-based research methodology (DBR) to develop design principles informed by key learning theories as they offer recognised and critical approaches for a new way of learning in an extreme environment.  Underpinned by a Constructivist paradigm, initial theoretical frameworks identified include Authentic Learning and Heutagogy (student-determined learning).Herrington and co-authors (2009) recommended 11 design principles for the incorporation of mobile learning into a higher education learning environment, and Blaschke and Hase (2015)’s 10 principles of designing learning for heutagogy. Other theories and frameworks include Constructivist Learning and the ZPD (the Zone of Proximal Development), design for mobile MR learning and user-centred design. Activity Theory will also be utilised in the data analysis.   Initial design principles will be developed by the DBR methodology. These design principles will be tested through the implementation and evaluation of an MR ‘prototype’ app design solution.’ The prototype solution will be iteratively redesigned using further evaluation and feedback from sample cohorts of end-users. Data will be collected from key participant interviews, researcher observation/reflections and biometric feedback. Methodological triangulation (multimodal data approach) will be used to evaluate learning outcomes. The iterative development will lead to transferable design principles and further theorising that can be transferred to other learning situations involving preparation and decision-making as well as knowledge in high-risk contexts.    Reference   Amiel, T., & Reeves, T. (2008). Design-Based Research and Educational Technology:   Rethinking Technology and the Research Agenda. Educational Technology                & Society, 11(4), 29-40.    Blaschke, L., & Hase, S. (2015). Heutagogy, Technology, and Lifelong Learning for Professional   and Part-Time Learners. In A. Dailey-Hebert & K. S. Dennis (Eds.), Transformative Perspectives   and Processes in Higher Education (Vol. 6, pp. 75-94). Switzerland: Springer                   International Publishing.   Cochrane, T., et al., (2017) ‘A DBR framework for designing mobile virtual reality learning  environments’, Australasian Journal of Educational Technology, vol. 33,  6, pp. 27–40. doi: 10.14742/ajet.3613    Engeström, Y. (2015). Learning by expanding: An activity-theoretical approach      to developmental research (2nd ed.). Cambridge, UK: Cambridge University Press.   Hase, S & Kenyon, C. (2001). Moving from andragogy to heutagogy: implications for VET',  Proceedings of Research to Reality: Putting VET Research to Work: Australian  Vocational Education and Training Research Association (AVETRA), Adelaide,  SA, 28-30 March, AVETRA, Crows Nest, NSW.   Kesim, M & Ozarslan (2012), Y. Augmented Reality in Education: Current                 Technologies and the Potential for Education, Procedia - Social and            Vygotsky, L. S. (1978). Mind in society: The development of higher psychological  processes. Cambridge, MA: Harvard University Press.     Behavioral Sciences volume 47, 2012, 297-302.  

Author(s):  
Thomas Donald Cochrane ◽  
Stuart Cook ◽  
Stephen Aiello ◽  
Duncan Christie ◽  
David Sinfield ◽  
...  

This paper proposes a design based research (DBR) framework for designing mobile virtual reality learning environments. The application of the framework is illustrated by two design-based research projects that aim to develop more authentic educational experiences and learner-centred pedagogies in higher education. The projects highlight the first two phases of the DBR framework, involving the exploration of mobile virtual reality (VR) to enhance the learning environment, and the design of prototype solutions for the different contexts. The design of the projects is guided by a set of design principles identified from the literature.


2018 ◽  
Vol 88 (1) ◽  
pp. 53-80 ◽  
Author(s):  
LAUREN A. TURNER ◽  
A. J. ANGULO

Lauren A. Turner and A. J. Angulo explore how institutional theory can be applied to explain variance in higher education organizational strategies. Given strong regulatory, normative, and cultural-cognitive pressures to conform, they ask, why do some colleges engage in high-risk decision making? To answer this, they bring together classic and contemporary approaches to institutional theory and propose an integrated model for understanding outlier higher education strategies. The integrated model offers a heuristic for analyzing external and internal pressures that motivate colleges to implement nontraditional strategies. Through an analysis of recent trends among outlier colleges and their approaches to the Scholastic Aptitude Test, Turner and Angulo contextualize the model and consider its potential for understanding why higher education organizations adopt characteristics that differentiate them from their peers.


2019 ◽  
Vol 2 (1) ◽  
pp. 6 ◽  
Author(s):  
Thomas Cochrane ◽  
Helen Sissons

Immersive reality (XR) encompasses the spectrum of enhancing learning through augmented reality to virtual reality. Although there has been much hype around the transformative potential of AR and VR the adoption of these technologies in higher education learning environments has been limited (Cochrane, 2016). With a lack of models of how to integrate XR in higher education AR has fallen into the trough of disillusionment on the Gartner hype cycle for emerging technologies 2018, while VR is on the ‘slope of enlightenment’ (Daniel, 2018). In response, this workshop will provide participants with a hands on experience of creating their own simple immersive reality scenario using the web-based VR platform SeekBeak (https://seekbeak.com). The workshop is a generic version of a workshop run with Journalism students that introduced them to the concepts of immersive journalism practice and the implications for immersive storytelling (Sissons & Cochrane, 2019a, 2019b). The workshop will introduce participants to the state of the art of immersive journalism, and demonstrate a BYOD approach to user-generated virtual reality in higher education as a model of integrating authentic learning within the curriculum.   Schedule (100 mins) Introductions (5 min)

 Participant survey (5 min) Introduction to 360 video and VR (10 min) XR Journalism examples

 Demo of initial Media Centre VR https://seekbeak.com/v/kvPq47DpjAw (5 min)


 VR project development (60 min) Google Cardboard Headsets, using participants’ own smartphones Introduction to the Toolkit Participants create SeekBeak accounts Hands on with the 360 cameras 

 Participants choose a topic to work on as a mobile VR production team Sharing and review of participant projects(participants share SeekBeak links) (10 min) Reflections via brief SurveyMonkey survey, and sharing of project URLs and reflections via Twitter and the #SOTELNZ hashtag (5 min) END References   Cochrane, T. (2016). Mobile VR in Education: From the Fringe to the Mainstream. International Journal of Mobile and Blended Learning (IJMBL), 8(4), 45-61. doi:10.4018/IJMBL.2016100104 Daniel, E. (2018, 21 August 2018). Gartner hype cycle 2018: Mixed reality to overtake VR and AR. Retrieved from https://www.verdict.co.uk/gartner-hype-cycle-2018-mixed-reality/ Sissons, H., & Cochrane, T. (2019a, 22 November). Immersive Journalism: Playing with Virtual Reality. Paper presented at the AUT Teaching and Learning Conference: Authentic Assessment - Time to Get Real?, Auckland University of Technology. Sissons, H., & Cochrane, T. (2019b). Newsroom Production: XRJournalism Workshop. Retrieved from https://tinyurl.com/XRJournalism


Information ◽  
2021 ◽  
Vol 12 (4) ◽  
pp. 151
Author(s):  
Igor Cicek ◽  
Andrija Bernik ◽  
Igor Tomicic

This paper explores the benefits of using Virtual Reality (VR) technologies in higher education. The theoretical part investigates the classical education system and its features in order to compare advantages of using VR systems in education. VR technologies and its current state in industry and in education were explored in addition to which branches of higher education use these systems. A survey was conducted through an online questionnaire where respondents (N = 55) gave their opinion on VR and the implementation of VR technologies in education. Three hypotheses related to the use of VR technology, student interest, and learning outcomes as well as the effectiveness, immersiveness and the effect of VR systems on the users were tested through 27 questions.


2015 ◽  
Vol 8 (4) ◽  
pp. 215-222 ◽  
Author(s):  
Thapanee Seechaliao

This research paper presents lecturers experience of using social media in higher education courses. The research methodology used a survey approach. The research instrument was a questionnaire about lecturers experience of using social media in higher education courses. Thirty-one lecturers completed the questionnaire. The data were scored by frequency and percentage. The research results are as follows: 1) A slight majority of the lecturers were male. The largest age group was 3035 years old. The most commonly held highest degree was a Masters. The most common academic position they held was lecturer. The largest group was in the Department of Educational Technology and Communications. They had monthly incomes of 30,000 THB and over. They had experience of using social media, namely, Facebook, mostly through internet use on devices such as notebooks and desktops. 2) A majority of the lecturers had some experience using social media in higher education courses, mostly Facebook. However, they did not have teaching experience using social media in courses. The devices they used for facilitating social media use in courses were notebooks and desktops. Learners role in using social media in courses was searching. Lecturers roles were posting or creating, and commenting. Social media use in the courses was part of a blended approach that employed both regular and online instruction. The lecturers always searched for information and studied hard by themselves to cope with the problems of social media use in their courses and to enhance their skills in using social media in courses effectively.


Author(s):  
Stephen Asunka

This study used design-based research approaches to investigate student plagiarism in an online course, with the objective of determining the instructional interventionist strategies that can help students avoid the practice in online courses. Twenty eight (28) undergraduate students who were engaged in a semester-long online course in Educational Technology at a private university in Ghana participated in the study. Drawing on relevant learning and related theories, the study implemented different learning activities pertaining to plagiarism at regular intervals during the semester, and then subsequently analyzed students’ individual and group course writings for evidence of plagiarism. Findings reveal that regular and varied instructional interventions helps students reduce and eventually avoid plagiarism in the online learning environment. Students were also found to plagiarize to a much lesser extent when they worked in groups than when they worked individually. Implications of these findings for the design and management of online learning courses in higher education are briefly discussed.


2018 ◽  
Vol 57 (3) ◽  
pp. 777-807 ◽  
Author(s):  
Cathy Weng ◽  
Abirami Rathinasabapathi ◽  
Apollo Weng ◽  
Cindy Zagita

This study aimed to explore whether the integration of virtual reality and augmented reality used in a specially designed science book could improve the students' science concept learning outcomes. A true experimental research design was conducted to check the effectiveness of the specially designed book in terms of learners' achievement. The sample for this study consisted of 80 fifth-grade students, divided into a control and an experimental group. The results revealed that using mixed reality (augmented reality and virtual reality) as a learning supplement to the printed book could improve students' learning outcomes, particularly for low spatial ability students. Finally, recommendations for future practices and research are discussed.


2020 ◽  
Vol 9 (1) ◽  
pp. 1
Author(s):  
Saeed Jameel Aburizaizah

Educational initiatives and plans worldwide are now heading towards more decentralized systems including curricular decentralized models which are assumed to enhance teaching and learning outcomes and allow the whole educational community to participate in decision making. Decentralized approaches foster whole communities to share the development of teaching and learning management and processes. Providing a comprehensive description of a proposed semi-decentralized model, smoothly built into a higher education institute in Saudi Arabia and synchronized with the current Saudi Vision 2030, this paper illustrates a planned and deployed road map that guided the reform of some major aspects of the organization starting from the vision, mission, philosophy, principles, curriculum and decision-making, to teachers’ autonomy and creativity, and students learning outcomes.


2021 ◽  
Vol 8 (1) ◽  
Author(s):  
James E. Katz ◽  
Kate K. Mays ◽  
Yiming Skylar Lei

Education technology (Edtech) is a booming industry based on its potential to transform education and learning outcomes. With concern over remote learning, there is renewed excitement about the visual component of Edtech, namely VR, along with artificial intelligence (AI), resulting in more significant investments and innovations. Despite industrial-scale investment in Edtech's diffusion, less is known about the public's view. The public's reception of these technologies, though, maybe necessary in determining the contours of their eventual utilization. Therefore, we conducted a mixed-methods analysis based on a survey of a representative sample of the US population (N=2,254) that explores perceptions of Edtech in two instantiations: AI and VR in education. Respondents were more accepting of VR as a teaching tool than AI taking on educational roles. Assistive AI was born over AI with decision-making responsibilities. Personality and experiential traits had an influence on respondents' openness to education technologies. The results suggest support for a blended model of AI and VR use in the classroom.


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